/Engine/Source/Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h
Sweep a box against the world and return all initial overlaps using a specific profile, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
True if there was a blocking hit, false otherwise.
static bool BoxTraceMultiByProfile ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector Start, const FVector End, FVector HalfSize, const FRotator Orientation, [FName](API\Runtime\Core\UObject\FName) ProfileName, bool bTraceComplex, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToIgnore, [EDrawDebugTrace::Type](API\Runtime\Engine\Kismet\EDrawDebugTrace__Type) DrawDebugType, [TArray](API\Runtime\Core\Containers\TArray)< [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, bool bIgnoreSelf, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceColor, [FLinearColor](API\Runtime\Core\Math\FLinearColor) TraceHitColor, float DrawTime )